/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.instancemanager.CastleManager;
import net.sf.l2j.gameserver.instancemanager.FortManager;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.entity.Castle;
import net.sf.l2j.gameserver.model.entity.Fort;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.templates.L2WeaponType;

/**
 * @author _tomciaaa_
 */
public class StrSiegeAssault implements ISkillHandler {
	// private static Logger _log =
	// Logger.getLogger(StrSiegeAssault.class.getName());
	private static final SkillType[] SKILL_IDS = { SkillType.STRSIEGEASSAULT };

	public void useSkill(L2Character activeChar, L2Skill skill,
			L2Object[] targets) {
		if (activeChar == null || !(activeChar instanceof L2PcInstance))
			return;
		L2PcInstance player = (L2PcInstance) activeChar;
		if (!activeChar.isRiding())
			return;
		if (!(player.getTarget() instanceof L2DoorInstance))
			return;
		Castle castle = CastleManager.getInstance().getCastle(player);
		if (castle == null
				|| !checkIfOkToUseStriderSiegeAssault(player, castle, true))
			return;
		try {
			L2ItemInstance itemToTake = player.getInventory().getItemByItemId(
					skill.getItemConsumeId());
			if (!player.destroyItem("Consume", itemToTake.getObjectId(),
					skill.getItemConsume(), null, true))
				return;
			// damage calculation
			int damage = 0;
			for (int index = 0; index < targets.length; index++) {
				L2Character target = (L2Character) targets[index];
				L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
				if (activeChar instanceof L2PcInstance
						&& target instanceof L2PcInstance
						&& target.isAlikeDead() && target.isFakeDeath())
					target.stopFakeDeath(null);
				else if (target.isAlikeDead())
					continue;
				boolean dual = activeChar.isUsingDualWeapon();
				boolean shld = Formulas.getInstance().calcShldUse(activeChar,
						target);
				boolean crit = Formulas.getInstance().calcCrit(
						activeChar.getCriticalHit(target, skill));
				boolean soul = weapon != null
						&& weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT
						&& weapon.getItemType() != L2WeaponType.DAGGER;
				if (!crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0)
					damage = 0;
				else
					damage = (int) Formulas.getInstance().calcPhysDam(
							activeChar, target, skill, shld, crit, dual, soul);
				if (damage > 0) {
					target.reduceCurrentHp(damage, activeChar);
					if (soul && weapon != null)
						weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
					activeChar.sendDamageMessage(target, damage, false, false,
							false);
				} else
					activeChar.sendPacket(SystemMessage.sendString(skill
							.getName() + " failed."));
			}
		} catch (Exception e) {
			player.sendMessage("Error using siege assault:" + e);
		}
	}

	public SkillType[] getSkillIds() {
		return SKILL_IDS;
	}

	/**
	 * Return true if character clan place a flag<BR>
	 * <BR>
	 * 
	 * @param activeChar
	 *            The L2Character of the character placing the flag
	 * @param isCheckOnly
	 *            if false, it will send a notification to the player telling
	 *            him why it failed
	 */
	public static boolean checkIfOkToUseStriderSiegeAssault(
			L2Character activeChar, boolean isCheckOnly) {
		Castle castle = CastleManager.getInstance().getCastle(activeChar);
		Fort fort = FortManager.getInstance().getFort(activeChar);
		if (castle == null && fort == null)
			return false;
		if (castle != null)
			return checkIfOkToUseStriderSiegeAssault(activeChar, castle,
					isCheckOnly);
		else
			return checkIfOkToUseStriderSiegeAssault(activeChar, fort,
					isCheckOnly);
	}

	public static boolean checkIfOkToUseStriderSiegeAssault(
			L2Character activeChar, Castle castle, boolean isCheckOnly) {
		if (activeChar == null || !(activeChar instanceof L2PcInstance))
			return false;
		SystemMessage sm = new SystemMessage(SystemMessageId.S1_S2);
		L2PcInstance player = (L2PcInstance) activeChar;
		if (castle == null || castle.getCastleId() <= 0)
			sm.addString("You must be on castle ground to use strider siege assault");
		else if (!castle.getSiege().getIsInProgress())
			sm.addString("You can only use strider siege assault during a siege.");
		else if (!(player.getTarget() instanceof L2DoorInstance))
			sm.addString("You can only use strider siege assault on doors and walls.");
		else if (!activeChar.isRiding())
			sm.addString("You can only use strider siege assault when on strider.");
		else
			return true;
		if (!isCheckOnly)
			player.sendPacket(sm);
		return false;
	}

	public static boolean checkIfOkToUseStriderSiegeAssault(
			L2Character activeChar, Fort fort, boolean isCheckOnly) {
		if (activeChar == null || !(activeChar instanceof L2PcInstance))
			return false;
		SystemMessage sm = new SystemMessage(SystemMessageId.S1_S2);
		L2PcInstance player = (L2PcInstance) activeChar;
		if (fort == null || fort.getFortId() <= 0)
			sm.addString("You must be on fort ground to use strider siege assault");
		else if (!fort.getSiege().getIsInProgress())
			sm.addString("You can only use strider siege assault during a siege.");
		else if (!(player.getTarget() instanceof L2DoorInstance))
			sm.addString("You can only use strider siege assault on doors and walls.");
		else if (!activeChar.isRiding())
			sm.addString("You can only use strider siege assault when on strider.");
		else
			return true;
		if (!isCheckOnly)
			player.sendPacket(sm);
		return false;
	}
}
